So I am 85% close to completing my re-coded character. But I am still missing a few MAJOR things.
Instead of posting one question at a time I've decided to post them all here hoping that I would get professional help from you guys.
I also hope that this would not defy any of the rules in the forum.
Anyhow, here are the things I need to get coded;
1. How to make a move available ONLY when the opponent is hit with a 'key' move?
- An example of this would be Omega Red's Death Coil, wherein he grapples his enemy with his metallic tentacle and then stays that way for a short duration, giving us an ample amount of time to input an additional command. As we all know, after the Death Coil, we can command him to use Energy Drain and/or slam the enemy on the other side of the screen. I wish to emulate this type of command for the character I am working on, wherein he commands a helper to hold the enemy in place, and then you can input a command for the helper to attack some more. He will let go of the enemy soon after otherwise.
PS : I am already able to code the 'hold' stuff, I just need the additional command codes.
2. How to power-up a certain special move?
- So my character has this move wherein he recharges his fists, this move should power-up ONLY his Raging Palm special move, the power-up effect would then wear off once Raging Palm attack used. I would also like him to have the glowing effect, kind of like how Juggernaut glows when he does his power up move.
3. Two (2) random HitDefs, One (1) Attack
- The character I am working on has a defective explosive glove which sometimes causes an enemy to burn when hit by his SMP. MG MURROW was able to help me with this code (Thanks again, bro!), as it enabled me to have 2 hitdefs for the character;
>HitDef1 - which causes the enemy to palette swap to red/orange signifying being burnt
>HitDef2 - which is just a regular get hit state
However, I would also like the enemy to have an explosion explod, as well as an explosion sound
ONLY when HitDef1 is triggered. This is the code I have done so far;
--------------------------------------------------------------------------------------------------------------------------------------------
[State 210]
type = VarRandom
trigger1 = !time
v = 3
range = 0,1
[State 210, 0] <-- This causes the enemy to explode, burn, and change palette colors
type = HitDef
trigger1 = Time = 0
trigger1 = Var(3)=0
attr = S, NA
animtype = Medium
damage = 40,0
guardflag = MA
hitflag = MAF
pausetime = 10,8
sparkno = s7003
sparkxy=-10, -55;var(43):=-10,var(44):=-55
hitsound = S0,7
guardsound = S0,10
guard.sparkno = s7004
guard.slidetime = 13
guard.hittime = 13
guard.ctrltime = 15
guard.velocity = -5
air.type = High
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5, -7
ground.cornerpush.veloff=0
air.velocity = -3, -4
p2stateno=429
palfx.time = 60
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,15
[State 210, 1] <--- This is the normal hitdef.
type = HitDef
trigger1 = Time = 0
trigger1 = Var(3)=1
attr = S, NA
animtype = Medium
damage = 35,0
guardflag = MA
hitflag = MAF
pausetime = 10,8
sparkno = s7003
sparkxy=-10, -55;var(43):=-10,var(44):=-55
hitsound = S0,7
guardsound = S0,10
guard.sparkno = s7004
guard.slidetime = 13
guard.hittime = 13
guard.ctrltime = 15
guard.velocity = -5
air.type = High
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5, -7
ground.cornerpush.veloff=0
air.velocity = -3, -4
p2stateno=429
--------------------------------------------------------------------------------------------------------------------------------------------
The questions end here.
I know this is a little bit ambitious but I know you guys can help me out with this. I have tried to do research regarding these things but I was not able to materialize them properly--not without help from you guys. I am really really close to completion and am really looking forward to my character being whole. I would greatly appreciate any help. I know I can do this!
Thanks in advance, team!